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-   -   Adamant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=8357)

Captain Kwok October 21st, 2004 07:38 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I like the summoning circle on the left below, have you tried using a yellowish zig-zagged energy beam between the Posts?

CovertJaguar October 21st, 2004 06:48 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Like this you mean:
http://www.pacifier.com/~gladmill/ad...e%20Yellow.png

Fyron October 21st, 2004 06:50 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
You might want to make sure that the components are all rendered at the same angle (such as the angle of stock component images). It will look somewhat strange to view a ship design and see that every image has a different viewing angle.

Captain Kwok October 21st, 2004 06:51 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

CovertJaguar said:
Like this you mean:http://www.pacifier.com/~gladmill/ad...e%20Yellow.png

Yeah, but maybe a bit more wavy. http://forum.shrapnelgames.com/image...ies/tongue.gif

CovertJaguar October 21st, 2004 07:25 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Everything has had the same angle except the crew quarters, which use an angle similar to the stock image, and the scrying pool, which I have fixed:
http://www.pacifier.com/~gladmill/ad...20Pool%202.png

EDIT: Wavy like this?
http://www.pacifier.com/~gladmill/ad...cle%20Wavy.png

Captain Kwok October 21st, 2004 09:06 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Maybe five or so "saw teeth" per section...

CovertJaguar October 21st, 2004 09:19 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Like either of these?
http://www.pacifier.com/~gladmill/ad...20Wavy%202.png http://www.pacifier.com/~gladmill/ad...20Wavy%203.png

Captain Kwok October 21st, 2004 09:31 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
If you made the one on the right have multi-colored beams it might look cool.

CovertJaguar October 22nd, 2004 01:39 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I'll try that.

Anyway here is the Altar of Healing:
http://www.pacifier.com/~gladmill/ad...%20Healing.png

EDIT: Hmm... This background does wierd things to my flames. It looks better on a black background

Fyron October 22nd, 2004 02:06 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Have you been saving them with transparent backgrounds? Might as well just save it as black...

CovertJaguar October 22nd, 2004 02:20 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I didn't realize I had a choice, it just sort of did it automatically and I never paid any attention to it.

Here is the alter with a black background:
http://www.pacifier.com/~gladmill/ad...Background.png

And the bicolor Summoning Circle:
http://www.pacifier.com/~gladmill/ad...%20Bicolor.png

Does it need to be brighter on the black background?

EDIT: Well anyway here is a brighter one:
http://www.pacifier.com/~gladmill/ad...r%20Bright.png

narf poit chez BOOM October 22nd, 2004 03:12 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Captain Kwok said:
If you made the one on the right have multi-colored beams it might look cool.

Ignore him. They already look cool. http://forum.shrapnelgames.com/images/smilies/smile.gif

Atrocities October 22nd, 2004 03:43 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

CovertJaguar said:
I'll try that.

Anyway here is the Altar of Healing:
http://www.pacifier.com/~gladmill/ad...%20Healing.png

EDIT: Hmm... This background does wierd things to my flames. It looks better on a black background

That is rally nice work.

Captain Kwok October 22nd, 2004 09:23 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I like that Last summoning circle - the brighter one. That's cool. http://forum.shrapnelgames.com/images/smilies/cool.gif

CovertJaguar October 23rd, 2004 04:33 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Time for an update.

The Fanatic Command:
http://www.pacifier.com/~gladmill/ad...%20Command.png
You like the glow on the sword and halberd or is it too much?

narf poit chez BOOM October 23rd, 2004 04:36 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Like it.

XenoTheMorph October 23rd, 2004 06:17 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
That is really good http://forum.shrapnelgames.com/images/smilies/cool.gif
I have to say I think the glow is just right!

CovertJaguar October 23rd, 2004 08:35 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
And Behold The Entire Mana Shard Generator Series:
http://www.pacifier.com/~gladmill/ad...erator%20I.png http://www.pacifier.com/~gladmill/ad...rator%20II.png http://www.pacifier.com/~gladmill/ad...ator%20III.png http://www.pacifier.com/~gladmill/ad...rator%20IV.png http://www.pacifier.com/~gladmill/ad...erator%20V.png http://www.pacifier.com/~gladmill/ad...rator%20VI.png http://www.pacifier.com/~gladmill/ad...0VII%20NEW.png http://www.pacifier.com/~gladmill/ad...tor%20VIII.png http://www.pacifier.com/~gladmill/ad...rator%20IX.png

narf poit chez BOOM October 23rd, 2004 09:18 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Gimme a '1'! Gimme a '2'! Gimme a '3'!

Well, it was my first impression. http://forum.shrapnelgames.com/images/smilies/laugh.gif

CovertJaguar October 23rd, 2004 09:49 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Lol, never thought about that.

Ok, its idea time.

I still need suggestions for the repair homunculus and the reformation node. I could do something along the lines of a quicksilver being that can assume whatever shape it needs or I could do a glowing orb that will repair the ship magically, or I could make a spiderlike being that can repair the ship. I could even make a smithy if that sounds interesting. Should the repair homunculus be a smaller Version of the reformation node or something entirely different? Is there something I have not thought of that would be cool looking?

For the apothecary bay I was thinking of a bench with a mortar and pestle and jars and bowls that sort of thing.

For the mirror image I was thinking of three orbs each with image of a the same ship in them.

For the see invisibility I was thinking of a large lens mounted in a bracket.

Any ideas for the combat sensors and multiplex tracking?

Any ideas for any other components are welcome.

Fyron October 23rd, 2004 10:25 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Should the repair homunculus be a smaller Version of the reformation node or something entirely different?

Entirely different.

CovertJaguar October 23rd, 2004 11:08 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Hmm... Ok, any suggestions?



EDIT: Here is the Apothecary:
http://www.pacifier.com/~gladmill/ad...pothercary.png

Ragnarok-X October 24th, 2004 11:48 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Wow, the mana shard generators look really cool. What programm are you using ? Are you doing postwork !?

CovertJaguar October 24th, 2004 04:36 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Thanks, I use Rhino for the models and 3D Studio Max for the renders and no I do nothing beyond Max.

EDIT: Here is the See Invisibility:
http://www.pacifier.com/~gladmill/ad...visibility.png

EDIT 2: Here is the Repair Homunculus:
http://www.pacifier.com/~gladmill/ad...Homunculus.png
I went with a spider magical construct. You like?

narf poit chez BOOM October 25th, 2004 07:51 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I know I like.

CovertJaguar October 25th, 2004 09:44 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I introduce you to the Autonomous Constructs (please ignore their lack of a sense of humor and poor conversation skills http://forum.shrapnelgames.com/image...es/biggrin.gif ):
http://www.pacifier.com/~gladmill/ad...0Construct.png http://www.pacifier.com/~gladmill/ad...0Construct.png

Fyron October 25th, 2004 10:36 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

CovertJaguar said:
I introduce you to the Autonomous Constructs (please ignore their lack of a sense of humor and poor conversation skills http://forum.shrapnelgames.com/image...es/biggrin.gif ):


Hmm... a little bland. Could you make them look more like the following image?

http://www.wizards.com/dnd/images/EP...thralgolem.jpg

narf poit chez BOOM October 26th, 2004 12:04 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
'Oh man I really gotta...'

Another of Narf's first impressions.

CovertJaguar October 26th, 2004 01:11 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Umm.. Ok? http://forum.shrapnelgames.com/images/smilies/fear.gif

Anyway, you mean like this Fyron:
http://www.pacifier.com/~gladmill/ad...ruct%20New.png http://www.pacifier.com/~gladmill/ad...ruct%20New.png

Fyron October 26th, 2004 01:23 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Ooohh... yeah! Perhaps some nice bumpy spots on the red/blue parts, to give it a less metalic/technological feel? As in the image I posted. And while you are at it, might as well make a few other colors of these guys. I might want to add more types of master computers/autonomous constructs in the future, and different colors should be easy enough to render. http://forum.shrapnelgames.com/images/smilies/happy.gif

douglas October 26th, 2004 02:53 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Why aren't there Hardy Industrialist Versions of the Space Yard Expansions?

Fyron October 26th, 2004 03:17 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Imperator Fyron said:
Perhaps some nice bumpy spots on the red/blue parts, to give it a less metalic/technological feel?

Actually strike that, they need to be metallic... http://forum.shrapnelgames.com/images/smilies/wink.gif Just less futuristic robot-looking.

Quote:

Quote:

douglas said:
Why aren't there Hardy Industrialist Versions of the Space Yard Expansions?


Didn't want it to be too powerful. There are no HI Versions of the Temporal Space Yards either.

CovertJaguar October 26th, 2004 03:28 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Now, before I go and do the rest of the colors, is this what you mean by bumps?:
http://www.pacifier.com/~gladmill/ad...%20-%20Red.png
I tried making the bumps glow, but then he reminded me of a Christmas Tree. http://forum.shrapnelgames.com/images/smilies/happy.gif I toned it down a little here:
http://www.pacifier.com/~gladmill/ad...ng%20Bumps.png
Which do you like better?

EDIT: I was fiddling around and came up with this:
http://www.pacifier.com/~gladmill/ad...ric%20Glow.png
Does this help?

Fyron October 26th, 2004 03:53 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Hmm... non-glowey looks better.

Looking better, but still says "robot" to me, rather than some sort of medieval-esque construct. Looks too, I dunno, well formed? Like it was produced in a modern factory. The parts look too smooth, too integrated, like if a huge factory was mass producing these things with high-tech laser welding and whatnot, rather than some wizard employing a blacksmith or whatever. Could you make the grey parts and the red parts look more like they are composed of various plates "welded" together as in the image I linked? Like thick parts of plate mail melded together or something... It just looks too "modern." Kind of hard to explain...

CovertJaguar October 26th, 2004 03:55 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I could try coming up with some stone textures and see if that helps.

Fyron October 26th, 2004 03:55 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

CovertJaguar said:
EDIT: I was fiddling around and came up with this:
http://www.pacifier.com/~gladmill/ad...ric%20Glow.png
Does this help?

Hmm.. I may need to come up with some stone textures instead of the metalic ones.

Hey no fair now, editing your post while I was typing mine up. http://forum.shrapnelgames.com/images/smilies/wink.gif This one definitely looks better (for the non-modernist approach at any rate). It will suffice if you can't make an even cooler texure. http://forum.shrapnelgames.com/images/smilies/wink.gif

Sleep time for me. http://forum.shrapnelgames.com/images/smilies/yawn.gif

CovertJaguar October 26th, 2004 04:24 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I have a better texture and it looks pretty good at higher resolutions, but I just don't know if the small pics have a high enough level of detail to make a difference. I think it does look better though, stone is harder to make look realistic than metal http://forum.shrapnelgames.com/images/smilies/smirk.gif :
http://www.pacifier.com/~gladmill/ad...0-%20Stone.png

Fyron October 26th, 2004 11:47 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
That Last one looks pretty good, but why are the legs really bright and the torso really dark?

CovertJaguar October 26th, 2004 06:26 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
This Better?:
http://www.pacifier.com/~gladmill/ad...20-%20Dark.png

EDIT: Or this one:
http://www.pacifier.com/~gladmill/ad...0-%20Rough.png

Fyron October 26th, 2004 10:29 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
This is good. http://forum.shrapnelgames.com/images/smilies/happy.gif

CovertJaguar October 26th, 2004 11:26 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Taste The Raindbow http://forum.shrapnelgames.com/image...es/biggrin.gif :
http://www.pacifier.com/~gladmill/ad...0-%20Final.png http://www.pacifier.com/~gladmill/ad...-%20Orange.png http://www.pacifier.com/~gladmill/ad...-%20Yellow.png http://www.pacifier.com/~gladmill/ad...0-%20Green.png http://www.pacifier.com/~gladmill/ad...20-%20Blue.png http://www.pacifier.com/~gladmill/ad...-%20Purple.png http://www.pacifier.com/~gladmill/ad...20-%20Grey.png

narf poit chez BOOM October 26th, 2004 11:31 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
/me eats the robo-skittles.

Krsqk October 26th, 2004 11:32 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

CovertJaguar said:
Taste The Raindbow http://forum.shrapnelgames.com/image...es/biggrin.gif :


Power Rangers! What do they morph into? http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif

narf poit chez BOOM October 26th, 2004 11:34 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
/me kills Power Rangers.

Fyron October 26th, 2004 11:49 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
/me pronounces Krsqk's name, and Krsqk promptly falls over dead. It was his only weakness...

CovertJaguar October 27th, 2004 12:15 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Lol, you guys are weird. http://forum.shrapnelgames.com/images/smilies/happy.gif

narf poit chez BOOM October 27th, 2004 01:01 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
http://rotd.keenspace.com/d/20040603.html

CovertJaguar October 27th, 2004 04:09 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I'm not sure what the comic has to do with anything http://forum.shrapnelgames.com/image...s/confused.gif , but here is a self destruct device or perhaps something else. I'm not sure really:
http://www.pacifier.com/~gladmill/ad...Dark%20Orb.png


And Fyron were you aware that a Energy Detector Probing Organelle costs 160800 organics. Makes my ships take reaallly long to build. http://forum.shrapnelgames.com/images/smilies/smirk.gif

Fyron October 27th, 2004 04:41 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

CovertJaguar said:
I'm not sure what the comic has to do with anything http://forum.shrapnelgames.com/image...s/confused.gif , but here is a self destruct device or perhaps something else. I'm not sure really:

You could make a bunch of weird looking things like that and I am sure I could find some use for them. http://forum.shrapnelgames.com/images/smilies/wink.gif

Quote:

CovertJaguar said:
And Fyron were you aware that a Energy Detector Probing Organelle costs 160800 organics. Makes my ships take reaallly long to build. http://forum.shrapnelgames.com/images/smilies/smirk.gif

No I was not. Just use an obselete one for now. http://forum.shrapnelgames.com/images/smilies/wink.gif

Captain Kwok October 27th, 2004 09:12 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I don't see how the "robot" guy can control a whole ship, why not give him a bank of controls with round-knob levers and maybe I can see him doing such. http://forum.shrapnelgames.com/images/smilies/shock.gif


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